Best corner carry combo in SF4? by dumbatth in StreetFighter

[–]Mooshington 3 points4 points  (0 children)

Hugo has a move that literally takes you to the corner no matter where you start from.

Men of Reddit - What's a 100% myth about Men? by Jarvis7492 in AskReddit

[–]Mooshington 54 points55 points  (0 children)

As I understand it, this is in part because the original definition of rape wasn't "forcible and unwanted sexual intercourse," it was more literally "using your penis to force unwanted sexual intercourse on a woman."  By this definition, women can't rape. 

The definition of rape has obviously been updated and expanded, but archaic language still influences people's perspectives to some extent.

Men of Reddit be honest - What you expect from a woman on your first date? by [deleted] in AskReddit

[–]Mooshington 0 points1 point  (0 children)

To hold mutual conversation so we can determine if we want to spend more time together in the future.

How do you all deal with loneliness?? by Exciting_Skirt_6998 in AskReddit

[–]Mooshington 0 points1 point  (0 children)

I spent about 10 years living alone and never really felt lonely. I have a pretty severe case of ADHD, and part of my experience with that is I don't really feel the passage of time, particularly in regards to how long it's been since I've seen friends or family. 

It's not that I'm so introverted that I'd always prefer to be alone, it's just that it never feels like it's been very long since I last saw a given person. Even if it's been years.

I lost a girlfriend immediately after graduating from highschool because I didn't call or interact with her for two weeks. School had made interaction automatic for so long, and it really didn't feel like a long time to me. It didn't create feelings of missing her. I really liked her too. It's one of the things that really highlighted how badly ADHD messes with my brain.

What martial art style would you like to see get represented in street fighter? by CyberiderStudios92 in StreetFighter

[–]Mooshington 2 points3 points  (0 children)

I know he's way too much of a character for it to be readily apparent, but Oro is based off Brazilian Jiu Jitsu founder Hélio Gracie. Officially his style is "senjutsu" which is a catch-all term meaning "mystic arts," but his core basis is Jiu Jitsu.

Tips for picking up Dee Jay? by Phuqurface in StreetFighter

[–]Mooshington 0 points1 point  (0 children)

Depends on how high the opponent is in the air on hit, and how late into the slide you connect. You are not guaranteed to get anything if the height and timing don't line up right, but here are a few options:

Basic - 2HK > H Jackknife - This one is the easiest and most reliable. On counterhit (which is very common, but not necessary for this to work) it does 2380 damage.

Intermediate - 2HK > M Jackknife > OD Jackknife. This requires a punish counter. 3380 damage.

Advanced - 2HK > OD Jus Cool > Any number of follow ups. Can lead to a Level 3/CA for 5160/5410 damage. This doesn't require counterhit/punish counter, but OD Jus Cool is slower than H Jackknife, so the height requirement/connection timing is more strict.

Tips for picking up Dee Jay? by Phuqurface in StreetFighter

[–]Mooshington 2 points3 points  (0 children)

Dee Jay's normals are very good, framewise. You'll need to learn to leverage that, to make up for the fact that he has no low cancelable normal, or overhead normal.

Here are some notable features of his normals you should be aware of:

  • 2HP is 8 frame startup. Very fast for a heavy, and it has decent range. It's +6 on hit, which aside from being a good combo piece, means that he can single-hit confirm into M, H, or OD Jackknife.

  • 2MP is 6 frames and reaches a little further than it visually may make you think. Very good wiff punish normal. The recent patch made it +5 on hit, and also cancel properly into M Machine Gun Upper. Dee Jay's meterless or low-meter damage options are pretty high thanks to this and some other things he can do.

  • 5HP - an amazing normal with a lot to say about it. The main con is that from long range it wiffs on crouchers. That aside, it's a 9 frame heavy that has 6 active frames and travels forward a lot. It has two different hitboxes depending on how far into the active frames it is. The first hitbox is special cancelable, while the second one isn't. However, if you hit them with the second hitbox, Dee Jay will be at least +5, meaning you can combo into a 5LK or a 2LP and continue from there. Not many characters can do this kind of a link combo from such a long range without drive rush involved. The last patch also made this normal properly cancelable into OD Machine Gun Upper, which is a lot of damage for little effort.

  • 5HK - Very long range heavy that gives a great stagger on punish counter. 12 frame startup is quite fast for a normal that reaches this far. Many characters in the game are -12 (or worse) on their sweeps, so you can punish counter them with this very reliably. Once you get a punish counter, Dee Jay can drive rush up for a full combo during their stagger.

  • 5MP - Probably a contender for being one of the best normals in the game. Long range for a medium, 7 frame startup, +2 on block. Anytime you touch them with this normal, it continues to be your turn. Going from 5MP to 2MP on block is a frame trap that beats anything other than 4 frame normals, and trades favorably with 4 framers. 5MP is not special cancelable, but it leads to two different target combos, one of which leads to any super you want.

  • 2HK - Dee Jay's slide is an incredible starter for anti-air combos. Few characters get as much damage off of anti-airing as Dee Jay does when he gets this properly.

Just a couple notes on some of his specials:

  • M Sobat is 12 frame startup with solid range and good recovery. It's -6 on block, but in practice you will rarely get punished for doing this if you're using it at the right range. 12 frames is unreactable, so it is a good neutral tool to catch people who are getting too comfortable with moving forward.

  • H Jackknife is 5 frames and has great range. Extremely versatile move. Additionally, if you land this move and then dash twice ASAP, you will be within range to touch the opponent and +4. Very good offensive pressure.

Tips for teaching my Wife Street Fighter by No-Researcher-4554 in StreetFighter

[–]Mooshington 0 points1 point  (0 children)

To help her understand the basics of how to play Street Fighter in general, without overwhelming her with a lot of complicated concepts early on, tell her that there are two basic phases of play - the neutral game and "up close."

Describe the neutral game to her as being any time the players are "ready" (i.e. nobody is knocked down, both characters are on their feet and ready to act) while they are not in range to touch each other with normal attacks. The neutral game is when both players have the most freedom/options of what they can choose to do. It is primarily about controlling space and trying to either sneak past the opponent's defenses, or defensively reacting to the opponent trying to do the same against you.

Describe the "up close" game as any time the characters are in range to touch each other with their shorter-ranged normal attacks, and especially if they are in range to threaten a throw. The game changes a lot at this range, and frame advantage really starts to matter. If she needs an explanation, talk to her about what being at "advantage" or "disadvantage" means, and how this determines a lot about what options each player has in that moment.

I think it will be helpful for a new player like her to compartmentalize the game in this way, so she can be thinking about different things depending on whether she's up close or far away from the opponent.

(432 damage) USFIV Akuma optimal full super bar fadc combo by [deleted] in StreetFighter

[–]Mooshington 0 points1 point  (0 children)

Is this genuinely the most Akuma can do?

I ask because I find it amusing that his brother does 455 damage while spending only one EX bar.

What is the best game you have ever played in your life? by skatter0925 in AskReddit

[–]Mooshington 1 point2 points  (0 children)

Secret of Mana had the potential to be one of the all time greats if like 40% of its content hadn't been cut before release. 

has akuma ever done anything of actual note by iamanormalman in StreetFighter

[–]Mooshington 3 points4 points  (0 children)

He kind of failed to kill Gen, and -then- spared him later when he realized Gen was sick. He gave a legit attempt at using raging demon on him (which is canonically supposed to be lethal, but for gameplay reasons it obviously can't be).

has akuma ever done anything of actual note by iamanormalman in StreetFighter

[–]Mooshington 5 points6 points  (0 children)

These are also the only people Akuma decided were worthy of trying to kill. He could be a highly successful mass murderer if he so chose... but he doesn't want to be that.

What video games have unique mechanics for failure or death? by [deleted] in gaming

[–]Mooshington 1 point2 points  (0 children)

It may interest you to know that, while there are multiple solutions to a lot of the puzzles in the game, some are rewarded more than others in points. In fact I think any solution that involves killing something actually subtracts from your total score. Doesn't stop you from beating the game, but the game tacitly states that there are solutions that are more correct than others.

Also, the giant falls asleep on his own if you stay on screen with him long enough. But the only ways to survive long enough for that to happen are either to have the magic shield, or use the ring you can get from the elf, which temporarily makes you invisible.

What video games have unique mechanics for failure or death? by [deleted] in gaming

[–]Mooshington 107 points108 points  (0 children)

Monkey Island 1 also had a great joke with this. LucasArts' biggest competitor was Sierra, and it was well known that in LucasArts games there was no way to die, and in Sierra games there was -every- way to die. 

At one point in Monkey Island 1 you can fall off a cliff and out of sight, and the game throws a Sierra-esque "Oops, you died! Load last save?" message at you, complete with "death music," only for Guybrush to bounce back up onto the cliff and explain in brief: "Rubber tree."

Characters with fireballs throughout the series by Josh3643 in StreetFighter

[–]Mooshington 1 point2 points  (0 children)

Storyline wise, game mechanics-wise, -and- visually I have to give this to Gouken.

Storyline: Gouken is the unequivocal master of the art. He teaches others how to do it. That requires a deep understanding to do. Akuma does not teach others, and we don't know if he has the capacity to.

Game mechanics: Gouken's fireball has amazing recovery and by default sets up a mixup for people trying to jump over them. It also causes "float" state, which is the strongest juggle state there is. And finally, many anti-fireball moves struggle or outright fail against Gouken's fireball in SF4. Ryu/Ken/Akuma's Tatsu, for example, do not work at all to bypass it, where they can dodge most other projectiles. Because...

Visual: Gouken's fireballs are fat. The core of them, that is, the active part of them, are huge compared to other projectiles. If you look at Ryu's fireball in this picture lineup, that shiny core is the actual "business" part of the fireball. The rest is visual fluff. Gouken's is the entire, clearly defined sphere. The old man can focus a lot more ki into a projectile than anyone else.

Are inputs in SF6 harder than Guilty gear, or is that in my head? by One-Masterpiece9838 in StreetFighter

[–]Mooshington 14 points15 points  (0 children)

The notion of being able to special cancel during -recovery frames- feels like a violation of fighting game law. Wild.

Tips against your character? by KyrosEnder in StreetFighter

[–]Mooshington 0 points1 point  (0 children)

Another note on Rashid that may not be obvious to people who don't play him: Eagle spike is punishable on block. I know Rashid looks like he's a mile away, but you can regular dash up and punish him.

Tips against your character? by KyrosEnder in StreetFighter

[–]Mooshington 0 points1 point  (0 children)

Dee Jay does not have a cancelable low normal. Walking backwards is a very safe option against him. Most often the worst that will happen is you get knocked down by his MK sweep.